I just tested a few different mobs out with playing my monk as the healer to see how things are changing with all these updates. Only had Tahlkora as the other monk, and she was protection. I fought beetles, Kourna soldiers, and margonites. Yes the casters get targeted more, but I think it's only one factor in the whole problem here.
The key was flagging the map for my henchmen so I could actually kite things around. If the map's not flagged, the henchmen will follow your even slightest movement instead of fighting. This causes problems when the warriors and other melee classes do have the aggro but then lose it cause they rather be close to you.
Henchmen are kiting very well though. I didn't have an issue with that.
The enemy AI has taken very strongly to spiking. I died at one point when I tested taking on two groups at once. It didn't help that there was a boss that can do 200+ damage in a single hit, hehe. The moment I was rezzed I got hit with 5 Stone Daggers and 2 other earth spells. I died again almost instantly. Even in other moments I was getting spiked pretty strongly, especially from Margonite paragons and mesmers. When the mobs did turn on me and target me, it wasn't just one. It was at least 3 or 4. I'd go from 100% life to 20% life in a second or two. This was also the case against a necro Kourna boss and his crew.
I even tested fighting Margonites in the Realm of Fear area that has the zone effect that makes skills cost 40% more energy. That place isn't an easy place to monk at. The biggest problem I have is being the only player and being the monk. To actually target and find the next target that should be taken down distracts me from focusing on healing my team. And letting the henchmen pick the targets themselves is just really bad.
A good thing though is that the henchmen are now targeting what I was. Before it didn't matter how many times I called the target, I just couldn't get them to stay focused once I switched back to healing the team.
For the most part I think the changes are logical and were needed. The AI before was TOO easy. In this I mean that it was ridiculous that everything went after Koss as if he was holding a gear back in the old days of farming SF. And I should not be able to run into a group of Margonites first with my henchies and not get attacked once. That's how it was. Of course, having to kite more doesn't make the game more fun...
I tested out the MM too. I still find it buggy with minions not attacking. My biggest problem is the Flesh Golem. He takes 5-10 seconds to realize there is a battle going on and another 5-10 seconds to realize I am on the run after the battle is done.
Just my observations from a quick testing of different situations. Obviously these could be isolated cases and just my bad/good luck, and maybe I just like more pressure while playing a monk, but I still found using heroes and henchmen playable.
There are still plenty of serious problems in the AI, don't get me wrong, but this thread was more about addressing the AI going after casters now, to which I think won't be so bad once other problems are fixed. Though if it means less use of heroes and henchmen and more room in parties for players, then I love this update

I'm just willing to wait and see how it will get fixed/changed (if at all) instead of just panicking that it's the end of the game like so many have done with past updates and whatnot.
(BTW, it's 3am, so I really hope this post made sense lol)
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Originally Posted by Phoenix Ex
This is really bad...mainly because of the addition of the dervish. They always target the casters and has ALOT of AoE attacks, and since henchies always bunch up, you guess what happens?
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3 Sapphire Djinn (dervishes) + 1 Ruby Djinn (elementalist with Searing Heat)
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Brutal battle before the update, insane battle after the update
